Video game apparatus having direction pointing marks and player object displayed on game screen

ABSTRACT

A video game apparatus includes a CPU. The CPU determines straight lines respectively connecting between the player object and a North Pole, target and marker, and determines respective directions of a direction pointing mark, target pointing mark and marker pointing mark to point direction parallel to the straight lines. The player object or other objects are combined with these pointing marks, and displayed on a display.

This application is a division of application 09/195,985, filed Nov. 19,1998 now U.S. Pat. No. 6,220,962.

BACKGROUND OF THE INVENTION

1. Field of the Invention

This invention relates to a three dimensional display video gameapparatus and memory medium used therefor. More particularly, theinvention relates to a novel video game apparatus which is adapted toshow on the game screen a direction in which the player object is tomove, a particular azimuth and the like, and a memory medium usedtherefor.

2. Description of the Prior Art

In the conventional role playing or action games, a two dimensionalsize-reduction map is displayed at a comer on the screen throughreducing the size of a two dimensional scene as viewed from the above ofa map for the game, thereby displaying a position of a player objectwith using points or symbols on the map. Also, some games are adapted todisplay a destination that a player object is to advance, with using asymbol on a size-reduction map.

In the conventional technique of displaying symbols or marks on asize-reduction map, there is a necessity to create a size-reduction mapin relation to the creation of image or polygon data or background mapscenes for the game. Due to this, the background map scene, if changed,causes a requirement to change the size-reduction map in a correspondingmanner, thereby complicating programming.

With the conventional size-reduction map display technique, the playerhas to look at both a player object and a size-reduction mapsimultaneously or sequentially while playing the game. There has been adisadvantage that the player is forced to frequently move his line ofsight, leading to fatigue in his eyes.

Furthermore, if a size-reduction map be applied to a currently populargame utilizing three dimensional image representation, thesize-reduction map is displayed in a two dimensional form, despite theplayer object or its background scene, etc. is displayed in threedimensions. Accordingly, the player has to ponder on the relationshipbetween a direction or movement of a player object existing in the threedimensional space and its position being displayed on the size-reductionmap. This may cause confusion in game manipulation or erroneous findingabout a position of the player object in the three dimensional scene.Thus there has been difficulty in operating a three dimensional imagedisplaying video game.

SUMMARY OF THE INVENTION

Therefore, it is an object of the present invention to provide a threedimensional display video game apparatus which can make it easy torecognize a current position of a player object in a three-dimensionalspace.

It is another object of the present invention to provide a threedimensional display video game apparatus with which a player can readilyknow a position and direction in which the player object is to movewithout reference to a map.

It is still another object of the present invention to provide a threedimensional display video game apparatus which can make it easy to showa direction in which the player object is to move without displaying amap, and to develop a game program therefor.

It is another object of the present invention to provide a threedimensional display video game apparatus which can show a destinationwhere the player object is to advance without reference to a map, sothat game progression is assisted so that the player can devote himselfto enjoying a game.

A three dimensional display video game apparatus according to thepresent invention has, in association therewith, an operating meansincluding a direction instructing means to instruct a direction inmovement of the player object, wherein, when the player object is placedwithin a virtual three dimensional space, image data for displaying theplayer object as viewed from a certain point of sight is generated andsupplied to a display unit to thereby provide such a game scene that theplayer object can be moved to a predetermined region on a screen of thedisplay in accordance with an indication of the direction instructingmeans, the video game apparatus, characterized in that: a directionpointing mark having a pointing direction variable depending upon aposition of the player object is displayed at a location close to theplayer object on the game screen.

More specifically, a three dimensional display video game apparatus has,in association therewith, an operating means including a directioninstructing means to instruct a direction in movement of the playerobject, wherein, when the player object is placed within a virtual threedimensional space, image data for displaying the player object as viewedfrom a certain point of sight is generated and supplied to a displayunit, the video game apparatus comprising: an image data generatingmeans for generating image data to display the player object and adirection pointing mark; a player object coordinate data generatingmeans for generating player object coordinate data representative of acurrent position of the player object in the virtual three dimensionalspace based upon an operating state of the direction instructing means;a pointed-subject data generating means for generating data of apointed-subject to be pointed by the direction pointing mark; a pointingdirection determining means for determining a pointing direction of thedirection pointing mark in the virtual three dimensional space based onthe pointed-subject data and the player object coordinate data; adirection pointing mark data generating means for generating a directionpointing mark data to display the direction pointing mark at a locationclose to the player object and in a direction determined by thedirection determining means; and a display data generating means forgenerating display data according to the image data, the player objectcoordinate data and the direction pointing mark data, in order tocombine the player object with the direction pointing mark to display atwo-dimensional combined image on the display unit.

A memory medium used in such a three dimensional display video gameapparatus comprises: an image data generating area for generating imagedata to display the player object and a direction pointing mark; aplayer object coordinate data generating program for generating playerobject coordinate data representative of a current position of theplayer object in the virtual three dimensional space based upon anoperating state of the direction instructing means; a pointed-subjectdata generating program for generating data of a pointed-subject to bepointed by the direction pointing mark; a pointing direction determiningprogram for determining a pointing direction of the direction pointingmark in the virtual three dimensional space based on the pointed-subjectdata and the player object coordinate data; a direction pointing markdata generating program for generating a direction pointing mark data todisplay the direction pointing mark at a location close to the playerobject and in a direction determined by the direction determiningprogram; and a display data generating program for generating displaydata according to the image data, the player object coordinate data andthe direction pointing mark data, in order to combine the player objectwith the direction pointing mark to display a two-dimensional combinedimage on the display unit.

The pointing direction determining means determines a direction of thedirection pointing mark based on the player object coordinate data fromthe player object coordinate data generating means and thepointed-subject data for the pointed subject (e.g., destination,article, path marker, azimuth or the like) from the pointed-subject datagenerating means. For example, a straight line is determined thatconnects between the player object and the target (destination orarticle), and a pointing direction is determined such that it is inparallel with the straight line. The direction pointing mark datagenerating means generates, for example, two-point coordinate data ofthe direction pointing mark so as to direct the direction pointing markto that pointing direction.

The display data generating means combines the player object and otherobjects with the direction pointing mark and generates display data todisplay two dimensional combined image on the display unit, based on theplayer object coordinate data and the direction pointing mark data.Accordingly, a direction pointing mark is two-dimensionally displayedtogether with the player object or other objects in a game scene on thedisplay screen.

According to the present invention, it is possible to readily know aposition or direction in a three dimensional space where the playerobject is to advance. Due to this, the player object is easily to movedand operate therefor.

Furthermore, according to the present invention, because the directionpointing mark indicative of an advancing direction or azimuth isdisplayed at a location close to the player object, the player isrequired merely to operate the direction instructing means, e.g., analogjoystick, in a manner advancing the player object in a pointeddirection, thus promoting game progression. As a result, a game ifrelatively difficult is facilitated to clear. It is thus possible formost players to have achievement or satisfactory feelings.

The above described objects and other objects, features, aspects andadvantages of the present invention will become more apparent from thefollowing detailed description of the present invention when taken inconjunction with the accompanying drawings.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a schematic illustrative view showing a video game systemaccording to one embodiment of the present invention;

FIG. 2 is a block diagram showing in detail a video game machine in FIG.1;

FIG. 3 is a block diagram showing with greater detail a controllercontrol circuit in FIG. 2;

FIG. 4 is a block diagram showing in detail a controller and cartridgein FIG. 1;

FIG. 5 is an illustrative view showing a memory map of an external ROMin FIG. 2;

FIG. 6 is an illustrative view showing a memory map of a RAM in FIG. 2;

FIG. 7 is an illustrative view showing in detail an image data areaincluded in the RAM of FIG. 6;

FIG. 8 is an illustrative view showing three types of direction pointingmarks to be displayed in the embodiments;

FIG. 9 is a flowchart showing overall operation of the FIG. 1embodiment;

FIG. 10 is a flowchart showing in detail a player object process routinefor the FIG. 9 embodiment;

FIG. 11 is a flowchart showing in detail a target process routine forthe FIG. 9 embodiment;

FIG. 12 is a flowchart showing in detail a marker object process routinefor the FIG. 9 embodiment;

FIG. 13 is an illustrative view showing an icon displaying screen to seta marker;

FIG. 14 is a flowchart showing in detail a pointing mark object processroutine for the FIG. 9 embodiment;

FIG. 15 is a flowchart showing in detail an azimuth pointing markprocess routine for the FIG. 15 embodiment;

FIG. 16 is a flowchart showing in detail a target pointing mark processroutine for the FIG. 14 embodiment;

FIG. 17 is an illustrative view showing a display example of a targetpointing mark;

FIG. 18 is a flowchart showing in detail a marker pointing mark processroutine for the FIG. 14 embodiment;

FIG. 19 is an illustrative view showing a rendering process routine forthe FIG. 9 embodiment;

FIG. 20 is an illustrative view showing one example of an actual gamescene; and

FIG. 21 is an illustrative view showing another example of an actualgame scene.

DETAILED DESCRIPTION OF ONE PREFERRED EMBODIMENT

Referring to FIG. 1, a video game system in this embodiment includes avideo game machine 10, a ROM cartridge 20 as one example of a memorymedium, a display unit 30 connected to the video game machine 10, and acontroller 40. The controller 40 is dismountably mounted with acartridge 50.

The controller 40 is structured by a plurality of switches or buttonsprovided on the housing 41 in a form graspable by both or one hand.Specifically, the controller 40 includes handles 41L, 41C, 41Rdownwardly extending respectively from a left end, a right end and acenter of the housing 41, providing an operation area on a top surfaceof the housing 41. In the operation area, there are provided ananalog-inputtable joystick (hereinafter referred to as “analogjoystick”) 45 at a central lower portion thereof, a cross-shaped digitaldirection switch (hereinafter called “cross switch”) 46 on the leftside, and a plurality of button switches 47A, 47B, 47D, 47E and 47F onthe right side.

The analog joystick 45 is used to input moving directions and/or movingspeeds or moving amounts of the player object as determined by an amountand direction of joystick inclination. The cross switch 46 is used todesignate a moving direction of the player object, in place of thejoystick 45. The button switches 47A and 47B are used to designate amotion of the player object. Button switches 47C-47D are used to switchover a sight point for a three-dimension image camera or to adjust thespeed or the like of the player object.

A start switch 47S is provided almost at a center of the operation area.This start switch 47S is operated when starting a game. A switch 47Z isprovided at a backside of the central handle 41C. This switch 47Z isutilized, for example, as a trigger switch in a shoot game. This switch(may be hereinafter called “Z button”) 47Z is operated when the playerobject is to be caused to pay attention to a non-player object. That is,this switch 47Z functions as a second operating means. Switches 47L and47R are provided at upper left and right of a lateral surface of thehousing 41.

Incidentally, the above-stated button switches 47C-47F can also be usedto control the moving speed (e.g. acceleration or deceleration) of theplayer object in a shoot or action game, besides for the purpose ofswitching the camera visual point. However, these switches 47A-47F, 47S,47Z, 47L and 47R can be arbitrarily defined in their function dependingupon a game program.

FIG. 2 is a block diagram of the video game system of the FIG. 1embodiment. The video game machine 10 incorporates therein a centralprocessing unit (hereinafter referred to as “CPU”) 11 and a coprocessor(reality coprocessor: hereinafter referred to as “RCP”) 12. The RCP 12includes a bus control circuit 121 for controlling buses, a signalprocessor (reality signal processor; hereinafter referred to as “RSP”)122 for performing polygon coordinate transformation, shading treatmentand so on, and a rendering processor (reality display processor;hereinafter referred to as “RDP”) 46 for rasterizing polygon data intoan image to be displayed and converting the same into a data form (dotdata) memorable on a frame memory.

The RCP 12 is connected with a cartridge connector 13 for unloadablyloading a ROM cartridge 20 having an external ROM 21 incorporatedtherein, a disc-drive connector 197 for detachably mounting a disc drive29, and a RAM 14. Also, the RCP 12 is connected with DAC (Digital/AnalogConverters) 15 and 16 for respectively outputting a sound signal andvideo signal to be processed by the CPU 11. Further, the RCP 12 isconnected with a controller control circuit 17 to serially transferoperating data on one or a plurality of controllers 40 and/or data ofthe cartridge 50.

The bus control circuit 121 included in the RCP 12 performsparallel/serial conversion on a command supplied in a parallel signalfrom the CPU via a bus, to thereby supply a serial signal to thecontroller control circuit 18. Also, the bus control circuit 121converts a serial signal inputted from the controller control circuit 17into a parallel signal, giving an output to the CPU 11 via the bus. Thedata representative of an operating state (operating signal or operatingdata) read out of the controller 40A-40D is processed by the CPU 11, andtemporarily stored within a RAM 14, and so on. In other words, the RAM15 includes a storage site for temporarily memorizing the data to beprocessed by the CPU 11, so that it is utilized for smoothly reading andwriting data through the bus control circuit 121.

The sound DAC 15 is connected with a connector 195 provided at a rearface of the video game machine 10. The image DAC 16 is connected with aconnector 196 provided at the rear face of the video game machine 10.The connector 195 is connected with a speaker 31 of a display 30, whilethe connector 196 is connected with a display 30 such as a TV receiveror CRT.

The controller control circuit 17 is connected with a controllerconnector provided at the front face of the video game machine 10. Theconnector 18 is disconnectably connected by a controller 40 through aconnecting jack. The connection of the controller 40 to the connector 18places the controller in electrical connection to the video game machine10, thereby enabling transmission/reception or transfer of datatherebetween.

The controller control circuit 17 is used to transmit and receive datain serial between the RCP 12 and the connector 18. The controllercontrol circuit 17 includes, as shown in FIG. 3, a data transfer controlcircuit 171, a transmitting circuit 172, a receiving circuit 173 and aRAM 174 for temporarily memorizing transmission and reception data. Thedata transfer control circuit 171 includes a parallel/serial convertingcircuit and a serial/parallel converting circuit in order to convert adata format during data transfer, and further performs write/readcontrol on the RAM 174. The serial/parallel converting circuit convertsthe serial data supplied from the RCP 12 into parallel data, supplyingit to the RAM 174 or the transmitting circuit 172. The parallel/serialconverting circuit converts the parallel data supplied from the RAM 174or the receiving circuit 173 into serial data, to supply it to the RCP12. The transmitting circuit 172 converts the command for readingsignals from the controller 40 and the writing data (parallel data) tothe cartridge 50, into serial data to be delivered to channels CH1-CH4corresponding to the respective controllers 40. The receiving circuit173 receives, in serial data, operational state data of the controllersinputted through corresponding channels CH1-CH4 and data read from thecartridge 50, to convert them into parallel data to be delivered to thedata transfer control circuit 171. The data transfer control circuit 171writes into the RAM 174 data transferred from the RCP 12, data of thecontroller received by the receiving circuit 183, or data read out ofthe RAM cartridge 50, and reads data out of the RAM 174 based on acommand from the RCP 12 so as to transfer it to the RCP 12.

The RAM 174, though not shown, includes memory sites for the respectivechannels CH1-CH4. Each of the memory sites is stored with a command forthe channel, transmitting data and/or reception data.

FIG. 4 is a detailed circuit diagram of the controller 40 and thecartridge 50. The housing of the controller 40 incorporates an operatingsignal processing circuit 44, etc. in order to detect an operating stateof the joystick 45, switches 46, 47, etc. and transfer the detected datato the controller control circuit 17. The operating signal processingcircuit 44 includes a receiving circuit 441, a control circuit 442, aswitch signal detecting circuit 443, a counter circuit 444, a joyportcontrol circuit 446, a reset circuit 447 and a NOR gate 448. Thereceiving circuit 441 converts a serial signal, such as a control signaltransmitted from the controller control circuit 17 or writing data tothe cartridge 50, into a parallel signal to supply it to the controlcircuit 442. The control circuit 442 generates a reset signal to reset(0), through the NOR gate 448, count values of an X-axis counter 444Xand a Y-axis counter 444Y within the counter 444, when the controlsignal transmitted from the controller control circuit 17 is a signalfor resetting X, Y coordinates of the joystick 45.

The joystick 45 includes X-axis and Y-axis photo-interrupters in orderto decompose a lever inclination into X-axis and Y-axis components,generating pulses in number proportional to the inclination. The pulsesignals are respectively supplied to the counter 444X and the counter444Y. The counter 444X counts a number of pulses generated in responseto an inclination amount when the joystick 45 is inclined in the X-axisdirection. The counter 444Y counts a number of pulses generatedresponsive to an inclination amount when the joystick 45 is inclined inthe Y-axis direction. Accordingly, the resultant X-axis and Y-axisvector determined by the count values of the counters 444X and 444Yserves to determine a moving direction and a coordinate position of theplayer object or hero character or a cursor. Incidentally, the counter444X and the 444Y are reset, when a reset signal is supplied from thereset signal generating circuit 447 upon turning on the power or a resetsignal is supplied from the switch signal detecting circuit 443 bysimultaneous depression of predetermined two switches.

The switch signal detecting circuit 443 responds to a switch-stateoutput command supplied at an interval of a constant period (e.g. a{fraction (1/30)} second interval as a TV frame period) from the controlcircuit 442, to read a signal varying depending upon a depression stateof the cross switch 46 and the switches 47A-47Z. The read signal isdelivered to the control circuit 442. The control circuit 442 respondsto a read-out command signal of operational state data from thecontroller control circuit 17 to supply in a predetermined data formatthe operational state data on the switches 47A-47Z and count values ofthe counters 444X and 444Y to the transmitting circuit 445. Thetransmitting circuit 445 converts the parallel signal outputted from thecontrol circuit 442 into a serial signal, and transfer it to thecontroller control circuit 17 via a converting circuit 43 and a signalline 42. The control circuit 442 is connected with a joystick controlcircuit 446 via an address bus and a data bus as well as a portconnector 46. The joyport control circuit 446 performs data input/output(or transmission/reception) control according to a command from the CPU11 when the cartridge 50 is connected to the port connector 46.

The cartridge 50 is structured by connecting the RAM 51 to the addressbus and data bus and connecting the RAM 51 with a battery 52. The RAM 51is a RAM having a capacity (e.g. 256k bits), for example, of lower thana half of a maximum memory capacity accessible through the address bus.The RAM 51 is to store backup data in relation to a game, and savesbackup data by the application of electric power from the battery 52even if the cartridge 50 is withdrawn from the port connector 46.

FIG. 5 is a memory map showing a memory space of the external ROM 21incorporated in the ROM cartridge 20 (FIG. 1). The external ROM 21includes a plurality of memory areas (hereinafter referred to merely as“area”), for example, such as a program area 22, a character code area23, an image data area 24 and a sound memory area 25, as shown in FIG.5, thereby previously storing various program in a fixed manner.

The program area 22 is stored with programs required to process for gameimages, and game data and the like in accordance with a game content.Specifically, the program area 22 includes a plurality of memory areasto previously store operating programs for the CPU 11 in a fixed manner.A main program area 22 a is stored with a main routine processingprogram, for example, for a game shown in FIG. 8 stated later. Acontroller data program area 22 b is stored with a program forprocessing operational data on the controller 40. A write program area22 c is stored with a write program by which the CPU 11 causes the RCP12 to perform writing into a frame memory and Z buffer. For example, thewrite program area 22 c is stored with a program to write, into an imagedata area 203 (FIG. 6, FIG. 7) of the RAM 14, color data as image databased on texture data for a plurality of movable objects or backgroundobjects to be displayed in one background scene. A camera controlprogram area 22 d is stored with a camera control program that controlsas to in which direction and/or position the movable objects includingplayer object or the background objects are to be photographed in thethree-dimension space. A player object program area 22 e is stored witha program that controls, in displaying, an object operated by the player(player object). A target processing program area 22 f is stored with aprogram to process or display a destination to which the player objectis required to advance or an article (important item) that player objecthas to acquire in the course of a game (they may be hereinafter referredto as “target”). A marker object processing program area 22 g is storedwith a program to display a marker object according to marker objectdata for pointing a marker set on a path that the player object haspassed or at a site important for the player object. A pointing markobject processing program area 22 h is stored with a program to displayin a predetermined state a direction pointing mark object for pointingan azimuth or direction in which the player object is required to move.There are further provided with an other-object processing program area22 i, sound processing program area 22 k and game-over processingprogram area 22 k.

The character code area 23 is an area to store a plurality of kinds ofcharacter codes, e.g. a plurality of kinds of character dot datacorresponding to the codes. The character code data memorized in thecharacter code area 23 is utilized to display an instruction sentence tothe player in the process of a game.

An image data area 24 is stored with image data, such as coordinate dataof a plurality of polygons for each of the background object and/ormovable objects, and texture data, and also a display control program todisplay these objects stationary at a predetermined position or in amoving state.

A sound memory area 25 is stored with sound data, such as phrases foroutputting in sound the above message, effect sounds, game music (BGM),etc., in a manner appropriate for a scene.

Incidentally, the memory medium or external memory device may usevarious kinds of memory mediums, such as CD-ROMs or magnetic discs, inplace of or in addition to the ROM cartridge 20. In such a case, a discdrive 29 (FIG. 2) is provided in order to read or write, if required,various data (including program data and data for image presentation)for a game from or onto an optical or magnetic disc memory medium suchas a CD-ROM or magnetic disc. The disc drive 29 reads data out of amagnetic disc or optical disc magnetically or optically memorizingprogram data similarly to the external ROM 21, and transfer the samedata to the RAM 14.

FIG. 6 is a memory map illustrative of a memory space of the RAM 14. TheRAM 14 includes a display list area 201. When the player object oranother object (including a direction indicative mark object) is to bedisplayed, its object No. or the like is registered in the display listarea 201. The RAM 14 further includes a program area 202 and an imagedata area 203. The image data area 203 includes a frame memory area 203a to temporarily memorize 1 frame of image data, and a Z buffer area 203b to memorize, dot by dot, depth data of the frame memory area.

The image data area 203 further includes, as shown in FIG. 7, a playerobject image data area 203 c, a target object image data area 203 d, amarker object image data area 203 e and a direction pointing mark objectimage data area 203 f. The areas 203 c-203 f temporarily memorizetherein polygon data or texture data for the respective objects.

The program data area 202 is to temporarily memorize a program. Theprogram data given on each area of the ROM 21 (FIG. 5) is temporarilymemorized, as required, in the program data area 202. The CPU 11 and theRCP 12 (FIG. 2) make access to the program area thereby putting the gameforward. Similarly, the image data area 203 (FIG. 6, FIG. 7) is totemporarily memorize, as required, the image data stored in the ROM 21,which is directly accessible by the CPU 11 or the RCP 12. That is, theimage data area 203 memorizes coordinate data and texture data for aplurality of polygons to constitute a stationary object and/or movableobject stored, for game image display, in the external ROM 21, to which1 course or stages of data is transferred, prior to image processing,from the external ROM 21.

A sound memory area 204 temporarily memorizes sound data of BGM oreffect sound given on the sound memory area 25 of the ROM 21, as shownin FIG. 5. A controller data memory area 205 temporarily memorizesoperation status data indicative of an operation status read out throughthe controller 40.

Also, a flag register area 206 sets a flag, or memorizes variables orconstants as required, during execution of a program by the CPU 11.

Now explanations will be made on a target, a marker and variousdirection pointing mark with reference to FIG. 8. The “target” includesnot only an “article”, such as an essential item (e.g., a treasure,weapon, etc.) that the player object is required to obtain, but also adestination (e.g., a delivery article destination, goal point, exit,etc.) where the player object has to advance. The “marker” refers to asign which is to be put at a site, e.g., an entrance, etc., where theplayer object has passed at least once, with which the player object caneasily return to the site by advancing toward the marker.

A direction pointing mark in this embodiment includes three types, asshown in FIG. 8. A first direction pointing mark is to point a directionof a marker stated above viewed from the player object PO, and is inthis embodiment a white-colored triangular pyramid (tetrahedron) topoint at its tip a direction in which the marker is put on. The firstdirection pointing mark is referred to as a marker pointing mark M.

A second direction pointing mark is, for example, referred to as atarget pointing mark T, which is formed, for example, by a red-coloredtriangular pyramid (tetrahedron) utilized to point a target (destinationor article) position viewed from the player object, and having a tipdirected to the target. This second direction pointing mark in theembodiment differs in color from that of the first direction pointingmark, in order to distinguish therebetween. Alternatively, it may bechanged in shape.

A third direction pointing mark is utilized as so-called an azimuthpointing mark D to point “North and South” in a game scene, which in theembodiment includes two direction pointing marks displayed back to backin order to point “North” by one and “South” by the other. The thirddirection pointing mark is different in shape, color, etc. from that ofthe first and second direction pointing marks. This third directionpointing mark is displayed to point “North” in a direction of the NorthPole viewed from the player object.

Where the first to third direction pointing marks respectively employtriangular pyramids as shown in FIG. 8, they are controlled to point ata sharpened tip a direction so that a top surface thereof represents ahorizontal plane and/or an angle of elevation to a target or marker,with a ridgeline on a backside of the triangular pyramid alwayspositioned on a straight line connecting between the player object and atarget or marker or on a straight line representing an azimuth thereto.Incidentally, these first to third direction pointing marks are notlimited in shape to a triangular pyramid but may be represented by anarbitrary shape, color or pattern, such as a planar triangle, bold arrowmark or tip-arrowed line.

FIG. 9 is a main flowchart for the video game system in this embodiment.When a power is turned on, the CPU 11 at a first step S1 sets the videogame machine 10 to a predetermined initial state in order to startoperation. For example, the CPU 11 transfers a start program among thegame programs stored in the program area 22 of the external ROM into theprogram area 202 of the RAM 14, and sets each parameter to an initialvalue and executes the steps of FIG. 9 in the order.

The operation of the main flowchart of FIG. 8 is executed, for example,every 1 frame ({fraction (1/60)} second) or every two or three frames,wherein steps S1-S13 are repeatedly executed before the course iscleared. If the game becomes over without success of course clear, agame-over process is effected at a step S14 following the step S13. Ifcourse clear is successfully done, the process returns from the step S13to the step S1.

That is, at a step S1 a game course screen and/or course opting screenis displayed. However, when the game is started after turning on thepower, a first course screen is displayed. If the first course iscleared, a next course is set on.

At a step S2 following the step S1, a controller process is performed.This process includes a detection on any of which the joystick 45, crossswitch 46 and switches 47A-47Z on the controller has been operated. Theoperation state detection data (controller data) is read in, and thecontroller data, thus read is written into the controller data area 205of the RAM 14.

AT a step S3 a process for displaying a player object is performed. Thisprocess is concretely effected by a subroutine of FIG. 10. At first stepS31 in FIG. 10, the player object is moved in response to an operatingstate of the player-operated joystick 45 and cross key 46 or a programtransferred from the memory area 22 e (FIG. 6) of the external ROM 21,the polygon data of the player object transferred from the memory area24, and the controller data, i.e., an operating state of the joystick 45and the cross key 46. That is, this step S31 determines coordinate datarepresentative of a current position of a player object. At a succeedingstep S32 the player object is changed in movement in response to anoperating state (controller data) of the button 47 on the controller 40,to calculate polygon data after the change. The resulting polygons aregiven colors by putting texture data thereon. At a step S33 the relevantplayer object is registered to the display list area 201.

At a step S4 other objects are subjected to processing. At this step thedisplay positions or shapes for other objects are calculated based on aprogram partly transferred from the memory area 22 i and polygon data ofother objects transferred from the memory area 24 (FIG. 5).

At a step S5 a process for displaying a target object is performed. Thisstep S5 is concretely effected by a subroutine shown in FIG. 11.

That is, it is determined at a first step S51 in FIG. 11 whether thereis necessity at that time to display a target or not. If there is nonecessity to display a target, the process returns. If it is necessary,coordinate data is set for the relevant target at a next step S52.Because the target includes not only an “article” that the player objecthas to obtain but also a destination where the player object is requiredto advance as stated before. It is determined at a next step S53 whetherthe target is an “article” or not. That is, if the target is an“article”, it is possible to display the target. However, if it is notan “article”, such as a destination, it is impossible to display.Accordingly, determination is made at this step S53.

If “YES” is determined at the step S53, then it is determined at a stepS54 whether or not the “article” target is existing within a displayrange of the display unit 30 (FIG. 1) depending, for example, on atarget coordinate display or the like. At a step S55 a target objectthat can be displayed is registered to the display list area 201 (FIG.6). Incidentally, when “NO” is determined at the step S53 or S54, theprocess returns as it is.

In this manner, the display screen is given in a state that a target bedisplayable in the game scene, as shown in FIG. 8.

Returning to FIG. 9, at a step S6 in FIG. 9, a program is executed toprocess and display a marker object (FIG. 8) as stated before.Specifically, at a first step S61 in FIG. 12 it is determined whetherthere exists a marker or not. For example, it is determined whether ornot a marker has already been put on an entrance or an ground at abranch. If “NO” is determined at this step S61, it is determined at astep S62 whether an icon for setting markers as shown in FIG. 13 isbeing displayed on the display screen. Note that the icon displayingscreen shown in FIG. 13 is available by operating particular one or twoor more buttons (switches) on the controller 40 (FIG. 1). That is, theoperation of particular buttons enables marker setting. At the step S62marker setting is possible or not is determined.

It is determined at the step S62 that marker setting is possible, thenat a next step S63 it is determined whether or not MARKER is selected onthe icon displaying screen of FIG. 13. The MARKER icon can be selectedby moving a “hand”-shaped cursor in FIG. 13 to a position to point theMARKER icon by operating the cross key 45 (FIG. 1). Accordingly, thisstep S63 determines whether the cursor has been moved to such a positionor not.

If the MARKER icon is selected at the step S63, a coordinate for themarker is determined at a step S64 such that the marker (FIG. 8) is puton a ground immediately under the player object.

Where “YES” is determined at the step S61 or after executing the stepS64, it is determined at a step S65 whether or not a marker having aready been put or a marker newly put lies within a display range. If“YES”, the marker object is registered to the display list area 201.Accordingly, a marker object displayable state is established as shownin FIG. 8.

At a step S7 shown in FIG. 9, a process for setting and displaying adirection pointing mark object is effected according to a flowchartshown in FIG. 14. At a first step S71 in FIG. 14, determination is madewhether it is at a field beginning of raster scanning over the display30 (FIG. 1) or not. If it is field beginning, a North-and-South azimuthis determined at a step S72. Specifically, this step S72 determines, ina virtual three-dimensional space, a North Pole coordinate and sets thecoordinate data therefor. In this manner, the azimuth is determined atonly the field beginning, and the process advances to a next step S73.This step S73 makes processing for a third direction pointing mark,i.e., azimuth pointing mark.

Specifically, at a first step S731 in FIG. 5, a direction is determinedin which the North Pole is viewed from the player object PO shown inFIG. 8. That is, a straight line is determined that connects between twocoordinates based on the player object coordinate data determined by thestep S31 (FIG. 10) and the North Pole coordinate data determined by thestep S72 (FIG. 14). Then at a step S732 an azimuth pointing mark (thirddirection pointing mark) is calculated as to coordinate such that it isdirected parallel to that line. Because the direction pointing mark inthis embodiment is a triangular pyramid, the azimuth pointing mark isdetermined of its two point coordinates such that a top and a bottomsurface center are positioned on the previously-determined straight line(or a straight line parallel to that straight line). At a step S733 theazimuth pointing mark is registered to the display list area 201 so thatthe azimuth pointing mark (third direction pointing mark) is rendered ina displayable state.

Returning to FIG. 14, at a step S74 after the step S73, it is determinedwhether a target has been set or not. If a target has been set, a stepS75 is executed according to a flowchart shown in FIG. 16. At a firststep S751 in FIG. 16, a direction is determined in which the target isviewed from the player object PO shown in FIG. 8. That is, a straightline connecting two coordinates is determined based on the player objectcoordinate data determined by the step S31 (FIG. 10) and the targetcoordinate data set by the former step S52 (FIG. 11).

At a next step S752 it is determined whether an angle of that straightline with respect to a horizontal line is equal to or smaller than apredetermined angle or not. This is because, if the angle given by thestraight line and the horizontal line is excessively great as shown inFIG. 17, the direction pointing mark rises in position and loses itsdirection-pointing role (the point that the direction pointing markpoints becomes obscure). Due to this, when the angle is greater than agiven degree, pointing to a direction in which the target exists is notmade. That is, the target pointing mark (second direction pointing mark)is allowed to indicate an actual direction to the target only when theangle given by the straight line and the horizontal line is at apredetermined angle or smaller.

If “YES” is determined at the step S752, that is, when the angle givenby the straight line and the horizontal line is smaller than apredetermined angle, a coordinate for the target pointing mark (seconddirection pointing mark) is calculated such that it is directed toparallel with the straight line. That is, the target pointing mark isdetermined of coordinate at two points such that a top and a bottomsurface center of the target pointing mark triangular pyramid arepositioned on the previously-determined straight line (or on a straightline parallel with that straight line). Accordingly, in this case thetarget pointing mark indicates a direction in which the target actuallyexists as shown by the target pointing mark T1 or T2 in FIG. 17.

If “NO” is determined at the step S752, that is, when the angle betweenthe straight line and the horizontal line exceeds a predetermined angle,then at a step S754 another straight line is determined with thepredetermined angle taken as an upper or lower limit to calculate atarget pointing mark coordinate so that the target pointing mark isdirected in a direction parallel to this other straight line. That is,the target pointing mark is determined of coordinate at two points suchthat the top and the bottom surface center of the direction pointingmark triangular pyramid are positioned on the determined other straightline (or a straight line in parallel with that other straight line). Inthis case the target pointing mark indicates a direction given by theupper-limit angle as shown by a target pointing mark T3 in FIG. 17, inwhich direction no target exists.

At a step S755 the target pointing mark is registered in the displaylist area 201 so that the target pointing mark (second directionpointing mark) is rendered in a displayable state.

Returning to FIG. 14, it is determined at a step S76 after the step S75whether a marker has been set or not. If a marker has been set, a stepS77 is executed according to a flowchart shown in FIG. 18.

At a first step S771 in FIG. 18, a direction is determined in which amarker is viewed from the player object PO shown in FIG. 8. That is, astraight line connecting two coordinates is determined based on theplayer object coordinate data determined by the step S31 (FIG. 10) andthe marker coordinate data set by the step S64 (FIG. 12).

It is then determined at a step S772 whether or not an angle given bythe straight line and the horizontal line is at a predetermined angle orsmaller. This is due to the same reason as the case stated as to thetarget pointing mark.

If “YES” is determined at the step S772, that is, when the angle betweenthe straight line and the horizontal line is at predetermined angle orsmaller, a coordinate for the maker pointing mark (first directionpointing mark) is calculated at a step S773 such that it is directed ina direction parallel to this straight line. That is, the marker pointingmark is determined of ordinate at two points such that the top andbottom surface center of the marker pointing mark triangular pyramid arepositioned on the determined straight line (or a line in parallel withthat straight line). Accordingly, in this case the marker pointing markindicates a direction in which the marker is actually put on.

If “NO” is determined at the step S772, that is, when the angle betweenthe straight line and the horizontal line exceeds a predetermined angle,then at a step S774 another straight line is determined with thepredetermined angle taken as an upper or lower limit to calculate amarker pointing mark coordinate such that the marker pointing mark isdirected a direction parallel to this other straight line. In this case,the marker pointing mark points a direction that is given by theupper-limit angle but no marker actually exists therein.

At a step S775 the marker pointing mark is registered in the displaylist area 201, to put the marker pointing mark (first direction pointingmark) in a displayable state.

Returning to FIG. 9, a camera process is performed at a step S8. Forexample, a coordinate of point of sight with respect to each object isdetermined such that a line or field of sight as viewed through a cameraviewfinder assumes an angle designated through the joystick 45 by theplayer. The hypothetical camera is controlled in position (point ofsight) or line direction of sight is controlled basically by thejoystick 45.

At a step S9 the RSP 122 performs a rendering process. That is, the RCP12 performs transformation processing (coordinate transformation processand frame memory rendering process shown in FIG. 19), under the controlof the CPU 11, to display each object based on the texture data forobject memorized in the image data area 203 of the RAM 14.

Specifically, each object is developed by two-dimensional bit-map imagedata in consideration of a position of the hypothetical camera (i.e., ina manner distinguishing between visible and invisible portions), basedon three-dimensional coordinate data of a plurality of polygons forconstituting the object. The texture data is to instruct as to whatcolor, pattern or material feeling is put to an inside of a triangledefined by the three-dimensional coordinate data of each polygon. Thetexture data is color data as considered on one dot of a bit map image.That is, the texture data is converted into color data. The color dataof each dot of the bit map image is written into the frame memory 203 a(FIG. 6), while the depth data thereof is written into a Z buffer 203 b(FIG. 6). By thus performing coordinate transformation and renderingprocess on each polygon, the player object or other objects (includingenemy objects, stationary objects, direction pointing marks and markers)existing in the virtual three-dimensional space can be displayed in atwo-dimensional fashion.

At a step S10 in FIG. 9, the CPU performs a sound process based on sounddata, such as message, music, effect sound, etc.

At a step S11 the CPU 11 reads out image data memorized in the framememory area of the RAM 14, as a result of the rendering process at thestep S9. Accordingly, the player object or other objects existing in thevirtual three-dimensional space is displayed in the game scene on thedisplay 30 (FIG. 1, FIG. 2), as shown in FIG. 20.

In FIG. 20, there are displayed, besides the player object PO, a firstdirection pointing mark, i.e. marker instructing mark M, a seconddirection pointing mark, i.e., target pointing mark T, and a thirddirection pointing mark, i.e., azimuth pointing mark D1, D2.Consequently, the player may operate the analog joystick 45 (FIG. 1) sothat the player object PO is moved in a direction according to thesedirection pointing marks. Therefore, the player object PO iscomparatively easy to control in its movement. Thus the player object POcan be moved at a rapid speed in a desired direction.

Incidentally, a map screen MP may be separately created, in addition todisplaying the direction pointing marks in the game screen, as shown inFIG. 21. In this case, however, a direction pointing mark MP1 providedwithin the map screen MP will indicate a direction in which the playerobject PO is directed.

At a step S12 the sound data obtained as a result of the soundprocessing by the RCP 12 at the step S10 is read out, to thereby outputsound, such as music, effect sound or speech.

At a step S13 the course has been cleared or not is determined (courseclear detection). If the course is not cleared, it is determined at astep S14 whether it is game over or not. If not game over, the processreturns to the step S2 to repeat the steps S2-S14 until a game-overcondition is detected. If a game-over condition is detected that thenumber of mistakes permitted to the player reaches a predeterminednumber of times or the life of the player object is consumed by apredetermined amount, then a game-ever process is performed at asucceeding step S16 that includes selection for game continuation orbackup data memorization.

Incidentally, if a condition of clearing the course (e.g., defeating acourse, etc.) is detected at a step S13, a course-clear process isformed at a step S16 and then the process returns to a step S1.

Although the present invention has been described and illustrated indetail, it is clearly understood that the same is by way of illustrationand example only and is not to be taken by way of limitation, the spiritand scope of the present invention being limited only by the terms ofthe appended claims.

What is claimed is:
 1. A three dimensional display video game apparatuscomprising: a player controller including a direction control member toinstruct a direction in movement of a player object so that when theplayer object is placed within a virtual three dimensional space, imagedata for displaying the player object as viewed from a certain point ofsight is generated and supplied to a display to thereby provide such agame scene that the player object can be moved to a predetermined regionon a screen of said display in accordance with an indication of saiddirection control member, wherein said video game apparatus includes adisplay generating processing system, said display generating processingsystem being operable to determine a three dimension coordinate positionof said player object and to generate a first marker direction pointingmark and a second marker direction pointing mark, said first and seconddirection pointing marks respectively having first and second pointingdirections that are both variable as determined based upon said threedimension coordinate position of the player object, said first andsecond direction pointing marks being displayed at respective locationson the game scene.
 2. A three dimensional display video game apparatusaccording to claim 1, wherein said display generating system is operableto generate a third marker direction pointing mark having a thirdpointing direction that is variable as determined based upon said threedimension coordinate position of the player object, said third directionpointing mark being displayed at a location on the game scene.
 3. Athree dimensional display video game apparatus according to claim 2,wherein: said first pointing mark is a target pointing mark having apointing direction that points to a position of a target; said secondpointing mark is a marker pointing mark have a pointing direction thatpoints to a position of a marker, said marker representing a position ona path said player object has passed; and said third pointing mark is anazimuth pointing mark having a pointing direction that points to aparticular azimuth as viewed from the player object.
 4. A threedimensional display video game apparatus according to claim 1, whereineach of said first and second marker direction pointing marks is a markselected from the group consisting of: (a) a target pointing mark havinga pointing direction that points to a position of a target; (b) a markerpointing mark having a pointing direction that points to a position of amarker, said marker representing a position on a path said player objecthas passed; and (c) an azimuth pointing mark having a pointing directionthat points to a particular azimuth as viewed from the player object. 5.A three dimensional display video game comprising: a player controllerincluding a direction control member to instruct a direction in movementof a player object so that when the player object is placed within avirtual three dimensional space, image data for displaying the playerobject as viewed from a certain point of sight is generated and suppliedto a display; an image data generator for generating image data todisplay the player object, a first direction pointing mark and a seconddirection pointing mark; a player object coordinate data generator forgenerating player object coordinate data representative of a currentposition of the player object in said virtual three dimensional spacebased upon an operating state of said direction control member; apointed-subject data generator for generating data of first and secondpointed-subjects to be pointed by the first and second directionpointing marks, respectively; a pointing direction determiner fordetermining pointing directions of the first and second directionpointing marks in said virtual three dimensional space basedrespectively on the first and second pointed-subject data and the playerobject coordinate data; a direction pointing mark data generator forgenerating first and second direction pointing marks data to display thefirst and second direction pointing marks at respective locations and inrespective directions determined by said pointing direction determiner;and a display data generator for generating display data according tothe image data, the player object coordinate data and the first andsecond direction pointing mark data, in order to combine the playerobject with the first and second direction pointing marks to display animage on a display unit.
 6. A three dimensional display video gameaccording to claim 5, wherein: said image data generator generates imagedata to display a third direction pointing mark; said pointed-subjectdata generator generates data of a third pointed-subject to be pointedby the third direction pointing mark; said pointing direction determinerdetermines a pointing direction of the third pointing mark in saidvirtual three dimensional space based on third pointed-subject data andthe player object coordinate data; said direction pointing mark datagenerator generates third direction pointing mark data to display thethird direction pointing mark at a location and in a directiondetermined by said pointing direction determiner; and said display datagenerator generates display data according to the image data, the playerobject coordinate data and the third pointing mark data, in order tocombine the player object with the first, second and third directionpointing marks to display an image on said display unit.
 7. A threedimensional display video game apparatus according to claim 6, wherein:said first pointing mark is a target pointing mark having a pointingdirection that points to a position of a target; said second pointingmark is a marker pointing mark have a pointing direction that points toa position of a marker, said marker representing a position on a pathsaid player object has passed; and said third pointing mark is anazimuth pointing mark having a pointing direction that points to aparticular azimuth as viewed from the player object.
 8. A threedimensional display video game apparatus according to claim 5, whereineach of said first and second marker direction pointing marks is a markselected from the group consisting of: (a) a target pointing mark havinga pointing direction that points to a position of a target; (b) a markerpointing mark having a pointing direction that points to a position of amarker, said marker representing a position on a path said player objecthas passed; and (c) an azimuth pointing mark having a pointing directionthat points to a particular azimuth as viewed from the player object. 9.A program storage device readable by a machine, tangibly embodying aprogram of instructions executable by the machine to perform a method ofoperating a game in which a player object is displayed on a displayunit, said method comprising: receiving a direction instruction formovement of the player object so that when the player object is placedwithin a virtual three dimensional space, the player object is displayedas viewed from a certain point of sight and supplied to said displayunit to thereby provide such a game scene that the player object can bemoved to a predetermined region on a screen of said display inaccordance with an indication of said direction instructions;determining a three dimensional coordinate position of said playerobject; and displaying a direction pointing mark having a pointingdirection that is variable as determined based upon the three dimensioncoordinate position of the player object at a location on the gamescene.
 10. A program storage device readable by a machine, tangiblyembodying a program of instructions executable by the machine to performa method of operating a game in which a player object is displayed on adisplay unit comprising: receiving a direction instruction for movementof the player object so that when the player object is placed within avirtual three dimensional space, the player object is displayed asviewed from a certain point of sight and supplied to said display unit,generating image data to display the player object and a directionpointing mark; generating player object coordinate data representativeof a current position of the player object in said virtual threedimensional space based upon an operating state of said directioninstructions; generating data of a pointed-subject to be pointed by thedirection pointing mark; determining a pointing direction of thedirection pointing mark in said virtual three dimensional space based onthe pointed-subject data and the player object coordinate data;generating direction pointing mark data and displaying the directionpointing mark at a location and in a determined direction; andgenerating display data according to the image data, the player objectcoordinate data and the direction pointing mark data, in order tocombine the player object with the direction pointing mark to display atwo-dimensional combined image on said display unit.
 11. A programstorage device according to claim 10, the program storage device beingreadable by the machine, tangibly embodying the program of instructionsexecutable by the machine to perform said method, said method furthercomprising: generating target coordinate data representative of acoordinate position of a target existing in a direction that the playerobject is to advance, determining a direction of the direction pointingmark based on the target coordinate data and the player objectcoordinate data such that the direction pointing mark points to adirection in which the target is viewed from the player object, andgenerating data for a target pointing mark to point to a direction ofthe target.
 12. A program storage device according to claim 11, theprogram storage device being readable by the machine, tangibly embodyingthe program of instructions executable by the machine to perform saidmethod, said method further comprising: determining a straight lineconnecting between the player object and the target based on the targetcoordinate data and the player object coordinate data, and determiningthe pointing direction such that the pointing direction of the targetpointing mark is along the straight line.
 13. A program storage deviceaccording to claim 10, the program storage device being readable by themachine, tangibly embodying the program of instructions executable bythe machine to perform said method, said method further comprising:determining a direction of the direction pointing mark such that thedirection pointing mark indicates a direction in which the player objectis to move to a particular azimuth point in said virtual threedimensional space based on the player object coordinate data, andgenerating data for an azimuth pointing mark to point the particularazimuth point as viewed from the player object.
 14. A program storagedevice according to claim 13, the program storage device being readableby the machine, tangibly embodying the program of instructionsexecutable by the machine to perform said method, said method furthercomprising: determining a straight line connecting between the playerobject and the particular azimuth point based on the particular azimuthpoint coordinate data and the player object coordinate data, anddetermining the pointing direction such that the pointing direction ofthe azimuth pointing mark is along the straight line.
 15. A programstorage device according to claim 10, the program storage device beingreadable by the machine, tangibly embodying the program of instructionsexecutable by the machine to perform said method, said method furthercomprising: generating target coordinate data representative of acoordinate point of a target existing in a direction that the playerobject is to advance, determining a direction of the direction pointingmark such that the direction pointing mark indicates a direction inwhich the target is viewed from the player object based on the targetcoordinate data and the player object coordinate data, and determining adirection of the direction pointing mark such that the directionpointing mark indicates a direction in which the player object is tomove to a particular azimuth point in said virtual three dimensionalspace based on the player object coordinate data, and generating datafor a target pointing mark to indicate a direction of the target anddata for an azimuth pointing mark to indicate the particular azimuthpoint as viewed from the player object.
 16. A program storage deviceaccording to claim 15, the program storage device being readable by themachine, tangibly embodying the program of instructions executable bythe machine to perform said method, said method further comprising:generating direction pointing mark data to display the target pointingmark and the azimuth pointing mark in a display form different from eachother.
 17. A program storage device according to claim 10, the programstorage device being readable by the machine, tangibly embodying theprogram of instructions executable by the machine to perform saidmethod, said method further comprising: generating marker datarepresentative of a marker set on a path that the player object haspassed, determining a direction of the direction pointing mark such thatthe direction pointing mark indicates a direction in which the playerobject is to move toward the marker in said virtual three dimensionalspace based on the player object coordinate data and coordinate data forthe marker, and generating data of a marker direction pointing mark toindicate the marker as viewed from the player object.
 18. A programstorage device according to claim 17, the program storage device beingreadable by the machine, tangibly embodying the program of instructionsexecutable by the machine to perform said method, said method furthercomprising: determining a straight line connecting between the playerobject and the marker based on coordinate data of the marker and theplayer object coordinate data, and determining the pointing directionsuch that the pointing direction of the marker direction pointing markis along the straight line.
 19. A program storage device according toclaim 10, the program storage device being readable by the machine,tangibly embodying the program of instructions executable by the machineto perform said method, said method further comprising: generating imagedata to display a direction pointing mark in such a shape that isthinned in a direction from the player object to a pointed-subject.